scummvm/engines/tinsel/actors.cpp
2021-08-02 01:08:29 +02:00

1711 lines
42 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Handles things to do with actors, delegates much moving actor stuff.
*/
#include "tinsel/actors.h"
#include "tinsel/background.h"
#include "tinsel/events.h"
#include "tinsel/film.h" // for FREEL
#include "tinsel/handle.h"
#include "tinsel/dialogs.h" // INV_NOICON
#include "tinsel/move.h"
#include "tinsel/multiobj.h"
#include "tinsel/object.h" // for POBJECT
#include "tinsel/pcode.h"
#include "tinsel/pid.h"
#include "tinsel/play.h"
#include "tinsel/polygons.h"
#include "tinsel/rince.h"
#include "tinsel/sched.h"
#include "common/serializer.h"
#include "tinsel/sysvar.h"
#include "tinsel/tinsel.h"
#include "tinsel/token.h"
#include "common/textconsole.h"
#include "common/util.h"
namespace Tinsel {
#include "common/pack-start.h" // START STRUCT PACKING
/** actor struct - one per actor */
struct T1_ACTOR_STRUC {
int32 masking; ///< type of actor masking
SCNHANDLE hActorId; ///< handle actor ID string index
SCNHANDLE hActorCode; ///< handle to actor script
} PACKED_STRUCT;
struct T2_ACTOR_STRUC {
SCNHANDLE hActorId; // handle actor ID string index
SCNHANDLE hTagText; // tag
int32 tagPortionV; // defines tag area
int32 tagPortionH; // defines tag area
SCNHANDLE hActorCode; // handle to actor script
} PACKED_STRUCT;
#include "common/pack-end.h" // END STRUCT PACKING
#define RANGE_CHECK(num) assert(num > 0 && num <= _numActors);
struct ACTORINFO {
bool bAlive; // TRUE == alive
bool bHidden; // TRUE == hidden
bool completed; // TRUE == script played out
int x, y, z;
int32 mtype; // DEFAULT(b'ground), MASK, ALWAYS
SCNHANDLE actorCode; // The actor's script
const FREEL *presReel; // the present reel
int presRnum; // the present reel number
SCNHANDLE presFilm; // the film that reel belongs to
OBJECT *presObj; // reference for position information
int presPlayX, presPlayY;
bool tagged; // actor tagged?
SCNHANDLE hTag; // handle to tag text
int tType; // e.g. TAG_Q1TO3
bool bEscOn;
int escEvent;
COLORREF textColor; // Text color
SCNHANDLE playFilm; // revert to this after talks
SCNHANDLE talkFilm; // this be deleted in the future!
SCNHANDLE latestFilm; // the last film ordered
bool bTalking;
int steps;
int loopCount;
// DW2 new fields and alternates
int presColumns[MAX_REELS]; // the present columns
OBJECT *presObjs[MAX_REELS]; // reference for position information
int filmNum;
};
struct RATP_INIT {
INT_CONTEXT *pic;
int id; // Actor number
};
//-------------------- METHOD LIST -----------------------
Actor::Actor() : _actorInfo(nullptr), _defaultColor(0), _actorsOn(false), ti(0), _numTaggedActors(0), _zFactors(nullptr), _leadActorId(0), _numActors(0) {
}
Actor::~Actor() {
free(_actorInfo);
_actorInfo = nullptr;
if (TinselV2) {
free(_zFactors);
_zFactors = nullptr;
}
}
/**
* Called once at start-up time, and again at restart time.
* Registers the total number of actors in the game.
* @param num Chunk Id
*/
void Actor::RegisterActors(int num) {
if (_actorInfo == NULL) {
// Store the total number of actors in the game
_numActors = num;
// Check we can save so many
assert(_numActors <= MAX_SAVED_ALIVES);
// Allocate RAM for actor structures
// FIXME: For now, we always allocate MAX_SAVED_ALIVES blocks,
// as this makes the save/load code simpler
// size of ACTORINFO is 148, so this allocates 512 * 148 = 75776 bytes, about 74KB
_actorInfo = (ACTORINFO *)calloc(MAX_SAVED_ALIVES, sizeof(ACTORINFO));
if (TinselV2)
_zFactors = (uint8 *)malloc(MAX_SAVED_ALIVES);
// make sure memory allocated
if (_actorInfo == NULL) {
error("Cannot allocate memory for actors");
}
} else {
// Check the total number of actors is still the same
assert(num == _numActors);
memset(_actorInfo, 0, MAX_SAVED_ALIVES * sizeof(ACTORINFO));
if (TinselV2)
memset(_zFactors, 0, MAX_SAVED_ALIVES);
}
// All actors start off alive.
while (num--)
_actorInfo[num].bAlive = true;
}
/**
* Called from dec_lead(), i.e. normally once at start of master script.
* @param leadID Lead Id
*/
void Actor::SetLeadId(int leadID) {
_leadActorId = leadID;
_actorInfo[leadID-1].mtype = ACT_MASK;
}
/**
* No comment.
*/
int Actor::GetLeadId() {
return _leadActorId;
}
bool Actor::ActorIsGhost(int actor) {
return actor == SysVar(ISV_GHOST_ACTOR);
}
struct ATP_INIT {
int id; // Actor number
TINSEL_EVENT event; // Event
PLR_EVENT bev; // Causal mouse event
PINT_CONTEXT pic;
};
/**
* Convert actor id to index into TaggedActors[]
*/
int Actor::TaggedActorIndex(int actor) {
int i;
for (i = 0; i < _numTaggedActors; i++) {
if (_taggedActors[i].id == actor)
return i;
}
error("You may say to yourself \"this is not my tagged actor\"");
}
//---------------------------------------------------------------------------
/**
* Called at the start of each scene for each actor with a code block.
* @param as Actor structure
* @param bRunScript Flag for whether to run actor's script for the scene
*/
void Actor::StartActor(const T1_ACTOR_STRUC *as, bool bRunScript) {
SCNHANDLE hActorId = FROM_32(as->hActorId);
// Zero-out many things
_actorInfo[hActorId - 1].bHidden = false;
_actorInfo[hActorId - 1].completed = false;
_actorInfo[hActorId - 1].x = 0;
_actorInfo[hActorId - 1].y = 0;
_actorInfo[hActorId - 1].presReel = nullptr;
_actorInfo[hActorId - 1].presFilm = 0;
_actorInfo[hActorId - 1].presObj = nullptr;
// Store current scene's parameters for this actor
_actorInfo[hActorId - 1].mtype = FROM_32(as->masking);
_actorInfo[hActorId - 1].actorCode = FROM_32(as->hActorCode);
// Run actor's script for this scene
if (bRunScript) {
if (_actorsOn)
_actorInfo[hActorId - 1].bAlive = true;
if (_actorInfo[hActorId - 1].bAlive && FROM_32(as->hActorCode))
ActorEvent(hActorId, STARTUP, PLR_NOEVENT);
}
}
/**
* Called at the start of each scene. Start each actor with a code block.
* @param ah Scene handle
* @param numActors Number of actors
* @param bRunScript Flag for whether to run actor scene scripts
*/
void Actor::StartTaggedActors(SCNHANDLE ah, int numActors, bool bRunScript) {
int i;
if (TinselV2) {
// Clear it all out for a fresh start
memset(_taggedActors, 0, sizeof(_taggedActors));
_numTaggedActors = numActors;
} else {
// Only actors with code blocks got (x, y) re-initialized, so...
for (i = 0; i < _numActors; i++) {
_actorInfo[i].x = _actorInfo[i].y = 0;
_actorInfo[i].mtype = 0;
}
}
if (!TinselV2) {
// Tinsel 1 load variation
const T1_ACTOR_STRUC *as = (const T1_ACTOR_STRUC *)_vm->_handle->LockMem(ah);
for (i = 0; i < numActors; i++, as++) {
StartActor(as, bRunScript);
}
} else if (numActors > 0) {
// Tinsel 2 load variation
const T2_ACTOR_STRUC *as = (T2_ACTOR_STRUC *)_vm->_handle->LockMem(ah);
for (i = 0; i < numActors; i++, as++) {
assert(as->hActorCode);
// Store current scene's parameters for this tagged actor
_taggedActors[i].id = FROM_32(as->hActorId);
_taggedActors[i].hTagText = FROM_32(as->hTagText);
_taggedActors[i].tagPortionV = FROM_32(as->tagPortionV);
_taggedActors[i].tagPortionH = FROM_32(as->tagPortionH);
_taggedActors[i].hActorCode = FROM_32(as->hActorCode);
// Run actor's script for this scene
if (bRunScript) {
// Send in reverse order - they get swapped round in the scheduler
ActorEvent(_taggedActors[i].id, SHOWEVENT, false, 0);
ActorEvent(_taggedActors[i].id, STARTUP, false, 0);
}
}
}
}
/**
* Called between scenes, zeroises all actors.
*/
void Actor::DropActors() {
for (int i = 0; i < _numActors; i++) {
if (TinselV2) {
// Save text color
COLORREF tColor = _actorInfo[i].textColor;
memset(&_actorInfo[i], 0, sizeof(ACTORINFO));
// Restor text color
_actorInfo[i].textColor = tColor;
// Clear extra arrays
memset(_zFactors, 0, _numActors);
memset(_zPositions, 0, sizeof(_zPositions));
} else {
// In Tinsel v1, only certain fields get reset
_actorInfo[i].actorCode = 0; // No script
_actorInfo[i].presReel = nullptr; // No reel running
_actorInfo[i].presFilm = 0; // ditto
_actorInfo[i].presObj = nullptr; // No object
_actorInfo[i].x = 0; // No position
_actorInfo[i].y = 0; // ditto
_actorInfo[i].talkFilm = 0;
_actorInfo[i].latestFilm = 0;
_actorInfo[i].playFilm = 0;
_actorInfo[i].bTalking = false;
}
}
}
/**
* Kill actors.
* @param ano Actor Id
*/
void Actor::DisableActor(int ano) {
PMOVER pActor;
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].bAlive = false; // Record as dead
_actorInfo[ano - 1].x = _actorInfo[ano - 1].y = 0;
// Kill off moving actor properly
pActor = GetMover(ano);
if (pActor)
KillMover(pActor);
}
/**
* Enable actors.
* @param ano Actor Id
*/
void Actor::EnableActor(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
// Re-incarnate only if it's dead, or it's script ran to completion
if (!_actorInfo[ano - 1].bAlive || _actorInfo[ano - 1].completed) {
_actorInfo[ano - 1].bAlive = true;
_actorInfo[ano - 1].bHidden = false;
_actorInfo[ano - 1].completed = false;
// Re-run actor's script for this scene
if (_actorInfo[ano-1].actorCode)
ActorEvent(ano, STARTUP, PLR_NOEVENT);
}
}
/**
* Returns the aliveness (to coin a word) of the actor.
* @param ano Actor Id
*/
bool Actor::actorAlive(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].bAlive;
}
/**
* Define an actor as being tagged.
* @param ano Actor Id
* @param tagtext Scene handle
* @param tp tType
*/
void Actor::Tag_Actor(int ano, SCNHANDLE tagtext, int tp) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano-1].tagged = true;
_actorInfo[ano-1].hTag = tagtext;
_actorInfo[ano-1].tType = tp;
}
/**
* Undefine an actor as being tagged.
* @param ano Actor Id
* @param tagtext Scene handle
* @param tp tType
*/
void Actor::UnTagActor(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano-1].tagged = false;
}
/**
* Redefine an actor as being tagged.
* @param ano Actor Id
* @param tagtext Scene handle
* @param tp tType
*/
void Actor::ReTagActor(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (_actorInfo[ano-1].hTag)
_actorInfo[ano-1].tagged = true;
}
/**
* Returns a tagged actor's tag type. e.g. TAG_Q1TO3
* @param ano Actor Id
*/
int Actor::TagType(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano-1].tType;
}
/**
* Returns handle to tagged actor's tag text
* @param ano Actor Id
*/
SCNHANDLE Actor::GetActorTag(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].hTag;
}
/**
* Called from TagProcess, FirstTaggedActor() resets the index, then
* NextTagged Actor is repeatedly called until the caller gets fed up
* or there are no more tagged actors to look at.
*/
void Actor::FirstTaggedActor() {
ti = 0;
}
/**
* Called from TagProcess, FirstTaggedActor() resets the index, then
* NextTagged Actor is repeatedly called until the caller gets fed up
* or there are no more tagged actors to look at.
*/
int Actor::NextTaggedActor() {
PMOVER pActor;
bool hid;
while (ti < _numActors) {
if (_actorInfo[ti].tagged) {
pActor = GetMover(ti+1);
if (pActor)
hid = MoverHidden(pActor);
else
hid = _actorInfo[ti].bHidden;
if (!hid) {
return ++ti;
}
}
++ti;
}
return 0;
}
/**
* Called from TagProcess, NextTaggedActor() is
* called repeatedly until the caller gets fed up or
* there are no more tagged actors to look at.
*/
int Actor::NextTaggedActor(int previous) {
PMOVER pMover;
// Convert actor number to index
if (!previous)
previous = -1;
else
previous = TaggedActorIndex(previous);
while (++previous < _numTaggedActors) {
pMover = GetMover(_taggedActors[previous].id);
// No tag on lead actor while he's moving
if ((_taggedActors[previous].id) == GetLeadId() && MoverMoving(pMover)) {
_taggedActors[previous].tagFlags &= ~(POINTING | TAGWANTED);
continue;
}
// Not if the actor doesn't exist at the moment
if (pMover && !MoverIs(pMover))
continue;
if (!(pMover ? MoverHidden(pMover) : ActorHidden(_taggedActors[previous].id))) {
return _taggedActors[previous].id;
}
}
return 0;
}
/**
* Returns the masking type of the actor.
* @param ano Actor Id
*/
int32 Actor::actorMaskType(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].mtype;
}
/**
* Store/Return the currently stored co-ordinates of the actor.
* Delegate the task for moving actors.
* @param ano Actor Id
* @param x X position
* @param y Y position
*/
void Actor::StoreActorPos(int ano, int x, int y) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].x = x;
_actorInfo[ano - 1].y = y;
}
void Actor::StoreActorSteps(int ano, int steps) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].steps = steps;
}
int Actor::GetActorSteps(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].steps;
}
void Actor::StoreActorZpos(int ano, int z, int column) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (!TinselV2) {
// Prior to Tinsel 2, only a single z value was stored
_actorInfo[ano - 1].z = z;
} else {
// Alter existing entry, if there is one
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
if (_zPositions[i].actor == ano && _zPositions[i].column == column) {
_zPositions[i].z = z;
return;
}
}
// No existing entry found, so find an empty slot
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
if (_zPositions[i].actor == 0) {
_zPositions[i].actor = (short)ano;
_zPositions[i].column = (short)column;
_zPositions[i].z = z;
return;
}
}
error("NUM_ZPOSITIONS exceeded");
}
}
int Actor::GetActorZpos(int ano, int column) {
RANGE_CHECK(ano);
// Find entry, there should be one
for (int i = 0; i < NUM_ZPOSITIONS; i++) {
if (_zPositions[i].actor == ano && _zPositions[i].column == column) {
return _zPositions[i].z;
}
}
return 1000; // Nominal value
}
void Actor::IncLoopCount(int ano) {
RANGE_CHECK(ano);
_actorInfo[ano - 1].loopCount++;
}
int Actor::GetLoopCount(int ano) {
RANGE_CHECK(ano);
return _actorInfo[ano - 1].loopCount;
}
void Actor::GetActorPos(int ano, int *x, int *y) {
PMOVER pActor;
assert((ano > 0 && ano <= _numActors) || ano == LEAD_ACTOR); // unknown actor
pActor = GetMover(ano);
if (pActor)
GetMoverPosition(pActor, x, y);
else {
*x = _actorInfo[ano - 1].x;
*y = _actorInfo[ano - 1].y;
}
}
/**
* Returns the position of the mid-top of the actor.
* Delegate the task for moving actors.
* @param ano Actor Id
* @param x Output x
* @param y Output y
*/
void Actor::GetActorMidTop(int ano, int *x, int *y) {
// Not used in JAPAN version
PMOVER pActor;
assert((ano > 0 && ano <= _numActors) || ano == LEAD_ACTOR); // unknown actor
pActor = GetMover(ano);
if (pActor) {
GetMoverMidTop(pActor, x, y);
} else if (TinselV3) {
int i;
for (i = 0; i < MAX_REELS; i++) {
if (_actorInfo[ano-1].presObjs[i] && MultiHasShape(_actorInfo[ano-1].presObjs[i])) {
break;
}
}
if (i == MAX_REELS) {
*x = 320;
*y = 144;
} else {
*x = (GetActorLeft(ano) + GetActorRight(ano)) / 2;
*y = GetActorTop(ano);
}
} else if (TinselV2) {
*x = (GetActorLeft(ano) + GetActorRight(ano)) / 2;
*y = GetActorTop(ano);
} else if (_actorInfo[ano - 1].presObj) {
*x = (MultiLeftmost(_actorInfo[ano - 1].presObj)
+ MultiRightmost(_actorInfo[ano - 1].presObj)) / 2;
*y = MultiHighest(_actorInfo[ano - 1].presObj);
} else {
GetActorPos(ano, x, y); // The best we can do!
}
}
/**
* Return the appropriate co-ordinate of the actor.
* @param ano Actor Id
*/
int Actor::GetActorLeft(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (!TinselV2) {
// Tinsel 1 version
if (!_actorInfo[ano - 1].presObj)
return 0;
return MultiLeftmost(_actorInfo[ano - 1].presObj);
}
// Tinsel 2 version
PMOVER pMover = GetMover(ano);
int i;
bool bIsObj;
int left = 0;
if (pMover != NULL) {
return GetMoverLeft(pMover);
} else {
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
// If there's an object
// and it is not a blank frame for it...
if (_actorInfo[ano-1].presObjs[i] && MultiHasShape(_actorInfo[ano - 1].presObjs[i])) {
if (!bIsObj) {
bIsObj = true;
left = MultiLeftmost(_actorInfo[ano - 1].presObjs[i]);
} else {
if (MultiLeftmost(_actorInfo[ano - 1].presObjs[i]) < left)
left = MultiLeftmost(_actorInfo[ano - 1].presObjs[i]);
}
}
}
return bIsObj ? left : 0;
}
}
/**
* Return the appropriate co-ordinate of the actor.
* @param ano Actor Id
*/
int Actor::GetActorRight(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (!TinselV2) {
// Tinsel 1 version
if (!_actorInfo[ano - 1].presObj)
return 0;
return MultiRightmost(_actorInfo[ano - 1].presObj);
}
// Tinsel 2 version
PMOVER pMover = GetMover(ano);
int i;
bool bIsObj;
int right = 0;
if (pMover != NULL) {
return GetMoverRight(pMover);
} else {
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
// If there's an object
// and it is not a blank frame for it...
if (_actorInfo[ano-1].presObjs[i] && MultiHasShape(_actorInfo[ano-1].presObjs[i])) {
if (!bIsObj) {
bIsObj = true;
right = MultiRightmost(_actorInfo[ano-1].presObjs[i]);
} else {
if (MultiRightmost(_actorInfo[ano-1].presObjs[i]) > right)
right = MultiRightmost(_actorInfo[ano-1].presObjs[i]);
}
}
}
return bIsObj ? right : 0;
}
}
/**
* Return the appropriate co-ordinate of the actor.
* @param ano Actor Id
*/
int Actor::GetActorTop(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (!TinselV2) {
// Tinsel 1 version
if (!_actorInfo[ano - 1].presObj)
return 0;
return MultiHighest(_actorInfo[ano - 1].presObj);
}
// Tinsel 2 version
PMOVER pMover = GetMover(ano);
int i;
bool bIsObj;
int top = 0;
if (pMover != NULL) {
return GetMoverTop(pMover);
} else {
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
// If there's an object
// and it is not a blank frame for it...
if (_actorInfo[ano-1].presObjs[i] && MultiHasShape(_actorInfo[ano-1].presObjs[i])) {
if (!bIsObj) {
bIsObj = true;
top = MultiHighest(_actorInfo[ano-1].presObjs[i]);
} else {
if (MultiHighest(_actorInfo[ano-1].presObjs[i]) < top)
top = MultiHighest(_actorInfo[ano-1].presObjs[i]);
}
}
}
return bIsObj ? top : 0;
}
}
/**
* Return the appropriate co-ordinate of the actor.
*/
int Actor::GetActorBottom(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
if (!TinselV2) {
// Tinsel 1 version
if (!_actorInfo[ano - 1].presObj)
return 0;
return MultiLowest(_actorInfo[ano - 1].presObj);
}
// Tinsel 2 version
PMOVER pMover = GetMover(ano);
int i;
bool bIsObj;
int bottom = 0;
if (pMover != NULL) {
return GetMoverBottom(pMover);
} else {
for (i = 0, bIsObj = false; i < MAX_REELS; i++) {
// If there's an object
// and it is not a blank frame for it...
if (_actorInfo[ano-1].presObjs[i] && MultiHasShape(_actorInfo[ano-1].presObjs[i])) {
if (!bIsObj) {
bIsObj = true;
bottom = MultiLowest(_actorInfo[ano-1].presObjs[i]);
} else {
if (MultiLowest(_actorInfo[ano-1].presObjs[i]) > bottom)
bottom = MultiLowest(_actorInfo[ano-1].presObjs[i]);
}
}
}
return bIsObj ? bottom : 0;
}
}
/**
* Return actor hidden status.
*/
bool Actor::ActorHidden(int ano) {
RANGE_CHECK(ano);
return _actorInfo[ano - 1].bHidden;
}
/**
* Hide an actor if it's a moving actor.
* @param ano Actor Id
* @param sf sf
*/
bool Actor::HideMovingActor(int ano, int sf) {
PMOVER pActor;
assert((ano > 0 && ano <= _numActors) || ano == LEAD_ACTOR); // illegal actor
// Get moving actor involved
pActor = GetMover(ano);
if (pActor) {
HideMover(pActor, sf);
return true;
} else {
if (_actorInfo[ano - 1].presObj != NULL)
MultiHideObject(_actorInfo[ano - 1].presObj); // Hidee object
return false;
}
}
/**
* Unhide an actor if it's a moving actor.
* @param ano Actor Id
*/
void Actor::unHideMovingActor(int ano) {
PMOVER pActor;
assert((ano > 0 && ano <= _numActors) || ano == LEAD_ACTOR); // illegal actor
// Get moving actor involved
pActor = GetMover(ano);
assert(pActor); // not a moving actor
UnHideMover(pActor);
}
/**
* Called after a moving actor had been replaced by an splay().
* Moves the actor to where the splay() left it, and continues the
* actor's walk (if any) from the new co-ordinates.
*/
void Actor::restoreMovement(int ano) {
PMOVER pActor;
assert(ano > 0 && ano <= _numActors); // illegal actor number
// Get moving actor involved
pActor = GetMover(ano);
assert(pActor); // not a moving actor
if (pActor->objX == _actorInfo[ano - 1].x && pActor->objY == _actorInfo[ano - 1].y)
return;
pActor->objX = _actorInfo[ano - 1].x;
pActor->objY = _actorInfo[ano - 1].y;
if (pActor->actorObj)
SSetActorDest(pActor);
}
/**
* More properly should be called:
* 'store_actor_reel_and/or_film_and/or_object()'
*/
void Actor::storeActorReel(int ano, const FREEL *reel, SCNHANDLE hFilm, OBJECT *pobj, int reelnum, int x, int y) {
PMOVER pActor;
assert(ano > 0 && ano <= _numActors); // illegal actor number
pActor = GetMover(ano);
// Only store the reel and film for a moving actor if NOT called from MoverProcess()
// (MoverProcess() calls with reel=film=NULL, pobj not NULL)
if (!pActor
|| !(reel == NULL && hFilm == 0 && pobj != NULL)) {
_actorInfo[ano - 1].presReel = reel; // Store reel
_actorInfo[ano - 1].presRnum = reelnum; // Store reel number
_actorInfo[ano - 1].presFilm = hFilm; // Store film
_actorInfo[ano - 1].presPlayX = x;
_actorInfo[ano - 1].presPlayY = y;
}
// Only store the object for a moving actor if called from MoverProcess()
if (!pActor) {
_actorInfo[ano - 1].presObj = pobj; // Store object
} else if (reel == NULL && hFilm == 0 && pobj != NULL) {
_actorInfo[ano - 1].presObj = pobj; // Store object
}
}
/**
* Return the present reel/film of the actor.
*/
const FREEL *Actor::actorReel(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].presReel; // the present reel
}
/***************************************************************************/
void Actor::SetActorPlayFilm(int ano, SCNHANDLE hFilm) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].playFilm = hFilm;
}
SCNHANDLE Actor::GetActorPlayFilm(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].playFilm;
}
void Actor::SetActorTalkFilm(int ano, SCNHANDLE hFilm) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].talkFilm = hFilm;
}
SCNHANDLE Actor::GetActorTalkFilm(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].talkFilm;
}
void Actor::SetActorTalking(int ano, bool tf) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].bTalking = tf;
}
bool Actor::ActorIsTalking(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].bTalking;
}
void Actor::SetActorLatestFilm(int ano, SCNHANDLE hFilm) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].latestFilm = hFilm;
_actorInfo[ano - 1].steps = 0;
}
SCNHANDLE Actor::GetActorLatestFilm(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].latestFilm;
}
/***************************************************************************/
void Actor::UpdateActorEsc(int ano, bool escOn, int escEvent) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
_actorInfo[ano - 1].bEscOn = escOn;
_actorInfo[ano - 1].escEvent = escEvent;
}
void Actor::UpdateActorEsc(int ano, int escEvent) {
RANGE_CHECK(ano);
if (escEvent) {
_actorInfo[ano - 1].bEscOn = true;
_actorInfo[ano - 1].escEvent = escEvent;
} else {
_actorInfo[ano - 1].bEscOn = false;
_actorInfo[ano - 1].escEvent = GetEscEvents();
}
}
bool Actor::ActorEsc(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].bEscOn;
}
int Actor::ActorEev(int ano) {
assert(ano > 0 && ano <= _numActors); // illegal actor number
return _actorInfo[ano - 1].escEvent;
}
/**
* Guess what these do.
*/
int Actor::AsetZPos(OBJECT *pObj, int y, int32 z) {
int zPos;
z += z ? -1 : 0;
zPos = y + (z << ZSHIFT);
MultiSetZPosition(pObj, zPos);
return zPos;
}
/**
* Stores actor's attributes.
* Currently only the speech colors.
*/
void Actor::storeActorAttr(int ano, int r1, int g1, int b1) {
assert((ano > 0 && ano <= _numActors) || ano == -1); // illegal actor number
if (r1 > MAX_INTENSITY) r1 = MAX_INTENSITY; // } Ensure
if (g1 > MAX_INTENSITY) g1 = MAX_INTENSITY; // } within limits
if (b1 > MAX_INTENSITY) b1 = MAX_INTENSITY; // }
if (ano == -1)
_defaultColor = TINSEL_RGB(r1, g1, b1);
else
_actorInfo[ano - 1].textColor = TINSEL_RGB(r1, g1, b1);
}
/**
* Called from ActorRGB() - Stores actor's speech color.
*/
void Actor::SetActorRGB(int ano, COLORREF color) {
assert(ano >= 0 && ano <= _numActors);
if (ano)
_actorInfo[ano - 1].textColor = TO_32(color);
else
_defaultColor = TO_32(color);
}
/**
* Get the actor's stored speech color.
* @param ano Actor Id
*/
COLORREF Actor::GetActorRGB(int ano) {
// Not used in JAPAN version
assert((ano >= -1) && (ano <= _numActors)); // illegal actor number
if ((ano == -1) || !_actorInfo[ano - 1].textColor)
return _defaultColor;
else
return _actorInfo[ano - 1].textColor;
}
/**
* Set the actor's Z-factor
*/
void Actor::SetActorZfactor(int ano, uint32 zFactor) {
RANGE_CHECK(ano);
_zFactors[ano - 1] = (uint8)zFactor;
}
uint32 Actor::GetActorZfactor(int ano) {
RANGE_CHECK(ano);
return _zFactors[ano - 1];
}
/**
* Store relevant information pertaining to currently existing actors.
*/
int Actor::SaveActors(PSAVED_ACTOR sActorInfo) {
int i, j, k;
for (i = 0, j = 0; i < _numActors; i++) {
for (k = 0; k < (TinselV2 ? MAX_REELS : 1); ++k) {
bool presFlag = !TinselV2 ? _actorInfo[i].presObj != NULL :
(_actorInfo[i].presObjs[k] != NULL) && !_vm->_handle->IsCdPlayHandle(_actorInfo[i].presFilm);
if (presFlag) {
assert(j < MAX_SAVED_ACTORS); // Saving too many actors
if (!TinselV2) {
sActorInfo[j].bAlive = _actorInfo[i].bAlive;
sActorInfo[j].zFactor = (short)_actorInfo[i].z;
sActorInfo[j].presRnum = (short)_actorInfo[i].presRnum;
}
sActorInfo[j].actorID = (short)(i+1);
if (TinselV2)
sActorInfo[j].bHidden = _actorInfo[i].bHidden;
// sActorInfo[j].x = (short)actorInfo[i].x;
// sActorInfo[j].y = (short)actorInfo[i].y;
// sActorInfo[j].presReel = actorInfo[i].presReel;
sActorInfo[j].presFilm = _actorInfo[i].presFilm;
sActorInfo[j].presPlayX = (short)_actorInfo[i].presPlayX;
sActorInfo[j].presPlayY = (short)_actorInfo[i].presPlayY;
j++;
break;
}
}
}
return j;
}
/**
* Restore actor data
*/
void Actor::RestoreActors(int numActors, PSAVED_ACTOR sActorInfo) {
int i, aIndex;
for (i = 0; i < numActors; i++) {
aIndex = sActorInfo[i].actorID - 1;
_actorInfo[aIndex].bHidden = sActorInfo[i].bHidden;
// Play the same reel.
if (sActorInfo[i].presFilm != 0) {
RestoreActorReels(sActorInfo[i].presFilm, sActorInfo[i].actorID,
sActorInfo[i].presPlayX, sActorInfo[i].presPlayY);
}
}
}
void Actor::SaveZpositions(void *zpp) {
memcpy(zpp, _zPositions, sizeof(_zPositions));
}
void Actor::RestoreZpositions(void *zpp) {
memcpy(_zPositions, zpp, sizeof(_zPositions));
}
void Actor::SaveActorZ(byte *saveActorZ) {
assert(_numActors <= MAX_SAVED_ACTOR_Z);
memcpy(saveActorZ, _zFactors, _numActors);
}
void Actor::RestoreActorZ(byte *saveActorZ) {
memcpy(_zFactors, saveActorZ, _numActors);
}
void Actor::SetActorsOn() {
_actorsOn = true;
}
void Actor::ToggleActor(int ano, bool show) {
assert((ano > 0 && ano <= _numActors) || ano == -1); // illegal actor number
_actorInfo[ano - 1].bHidden = !show;
}
SCNHANDLE Actor::GetActorCode(int ano) {
assert((ano > 0 && ano <= _numActors) || ano == -1); // illegal actor number
return _actorInfo[ano - 1].actorCode;
}
SCNHANDLE Actor::GetTaggedActorCode(int ano) {
return _taggedActors[ano - 1].hActorCode;
}
void Actor::RunCodeToCompletion(int ano) {
assert((ano > 0 && ano <= _numActors) || ano == -1); // illegal actor number
_actorInfo[ano - 1].completed = true;
}
void Actor::ActorsLife(int ano, bool bAlive) {
assert((ano > 0 && ano <= _numActors) || ano == -1); // illegal actor number
_actorInfo[ano - 1].bAlive = bAlive;
}
void Actor::syncAllActorsAlive(Common::Serializer &s) {
for (int i = 0; i < MAX_SAVED_ALIVES; i++) {
s.syncAsByte(_actorInfo[i].bAlive);
s.syncAsByte(_actorInfo[i].tagged);
s.syncAsByte(_actorInfo[i].tType);
s.syncAsUint32LE(_actorInfo[i].hTag);
}
}
/**
* Called from EndActor()
*/
void Actor::dwEndActor(int ano) {
int i;
RANGE_CHECK(ano);
// Make play.c think it's been replaced
// The following line may have been indirectly making text go away!
// actorInfo[ano - 1].presFilm = nullptr;
// but things were returning after a cut scene.
// so re-instate it and de-register the object
_actorInfo[ano - 1].presFilm = 0;
_actorInfo[ano-1].filmNum++;
for (i = 0; i < MAX_REELS; i++) {
// It may take a frame to remove this, so make it invisible
if (_actorInfo[ano-1].presObjs[i] != NULL) {
MultiHideObject(_actorInfo[ano-1].presObjs[i]);
_actorInfo[ano-1].presObjs[i] = nullptr;
}
}
}
/**
* Returns a tagged actor's tag portion.
*/
void Actor::GetActorTagPortion(int ano, unsigned *top, unsigned *bottom, unsigned *left, unsigned *right) {
// Convert actor number to index
ano = TaggedActorIndex(ano);
*top = _taggedActors[ano].tagPortionV >> 16;
*bottom = _taggedActors[ano].tagPortionV & 0xffff;
*left = _taggedActors[ano].tagPortionH >> 16;
*right = _taggedActors[ano].tagPortionH & 0xffff;
// ensure validity
assert(*top >= 1 && *top <= 8);
assert(*bottom >= *top && *bottom <= 8);
assert(*left >= 1 && *left <= 8);
assert(*right >= *left && *right <= 8);
}
/**
* Returns handle to tagged actor's tag text.
*/
SCNHANDLE Actor::GetActorTagHandle(int ano) {
// Convert actor number to index
ano = TaggedActorIndex(ano);
return _taggedActors[ano].hOverrideTag ?
_taggedActors[ano].hOverrideTag : _taggedActors[ano].hTagText;
}
void Actor::SetActorPointedTo(int actor, bool bPointedTo) {
// Convert actor number to index
actor = TaggedActorIndex(actor);
if (bPointedTo)
_taggedActors[actor].tagFlags |= POINTING;
else
_taggedActors[actor].tagFlags &= ~POINTING;
}
bool Actor::ActorIsPointedTo(int actor) {
// Convert actor number to index
actor = TaggedActorIndex(actor);
return (_taggedActors[actor].tagFlags & POINTING);
}
void Actor::SetActorTagWanted(int actor, bool bTagWanted, bool bCursor, SCNHANDLE hOverrideTag) {
// Convert actor number to index
actor = TaggedActorIndex(actor);
if (bTagWanted) {
_taggedActors[actor].tagFlags |= TAGWANTED;
_taggedActors[actor].hOverrideTag = hOverrideTag;
} else {
_taggedActors[actor].tagFlags &= ~TAGWANTED;
_taggedActors[actor].hOverrideTag = 0;
}
if (bCursor)
_taggedActors[actor].tagFlags |= FOLLOWCURSOR;
else
_taggedActors[actor].tagFlags &= ~FOLLOWCURSOR;
}
bool Actor::ActorTagIsWanted(int actor) {
// Convert actor number to index
actor = TaggedActorIndex(actor);
return (_taggedActors[actor].tagFlags & TAGWANTED);
}
/**
* Given cursor position and an actor number, ascertains
* whether the cursor is within the actor's tag area.
* Returns True for a positive result, False for negative.
*/
bool Actor::InHotSpot(int ano, int curX, int curY) {
int aTop, aBot; // Top and bottom limits }
int aHeight; // Height } of active area
int aLeft, aRight; // Left and right }
int aWidth; // Width }
unsigned topEighth, botEighth, leftEighth, rightEighth;
// First check if within broad range
if (curX < (aLeft = GetActorLeft(ano)) // too far left
|| curX > (aRight = GetActorRight(ano)) // too far right
|| curY < (aTop = GetActorTop(ano)) // too high
|| curY > (aBot = GetActorBottom(ano)) ) // too low
return false;
GetActorTagPortion(ano, &topEighth, &botEighth, &leftEighth, &rightEighth);
aWidth = aRight - aLeft;
aLeft += ((leftEighth - 1)*aWidth)/8;
aRight -= ((8 - rightEighth)*aWidth)/8;
// check if within x-range
if (curX < aLeft || curX > aRight)
return false;
aHeight = aBot - aTop;
aTop += ((topEighth - 1)*aHeight)/8;
aBot -= ((8 - botEighth)*aHeight)/8;
// check if within y-range
if (curY < aTop || curY > aBot)
return false;
return true;
}
/**
* Front Tagged Actor
*/
int Actor::FrontTaggedActor() {
int i;
for (i = 0; i < _numTaggedActors; i++) {
if (_taggedActors[i].tagFlags & POINTING)
return _taggedActors[i].id;
}
return 0;
}
/**
* GetActorTagPos
*/
void Actor::GetActorTagPos(int actor, int *pTagX, int *pTagY, bool bAbsolute) {
unsigned topEighth, botEighth;
int aTop; // Top and bottom limits }
int aHeight; // Height } of active area
int Loffset, Toffset;
GetActorTagPortion(actor, &topEighth, &botEighth, (unsigned *)&Loffset, (unsigned *)&Toffset);
aTop = GetActorTop(actor);
aHeight = GetActorBottom(actor) - aTop;
aTop += ((topEighth - 1) * aHeight) / 8;
*pTagX = ((GetActorLeft(actor) + GetActorRight(actor)) / 2);
*pTagY = aTop;
if (!bAbsolute) {
_vm->_bg->PlayfieldGetPos(FIELD_WORLD, &Loffset, &Toffset);
*pTagX -= Loffset;
*pTagY -= Toffset;
}
}
/**
* Is Tagged Actor
*/
bool Actor::IsTaggedActor(int actor) {
int i;
for (i = 0; i < _numTaggedActors; i++) {
if (_taggedActors[i].id == actor)
return true;
}
return false;
}
/**
* StoreActorPresFilm
*/
void Actor::StoreActorPresFilm(int ano, SCNHANDLE hFilm, int x, int y) {
int i;
RANGE_CHECK(ano);
_actorInfo[ano-1].presFilm = hFilm;
_actorInfo[ano-1].presPlayX = x;
_actorInfo[ano-1].presPlayY = y;
_actorInfo[ano-1].filmNum++;
for (i = 0; i < MAX_REELS; i++) {
// It may take a frame to remove this, so make it invisible
if (_actorInfo[ano - 1].presObjs[i] != NULL)
MultiHideObject(_actorInfo[ano - 1].presObjs[i]);
_actorInfo[ano - 1].presColumns[i] = -1;
_actorInfo[ano - 1].presObjs[i] = nullptr;
}
}
/**
* GetActorPresFilm
*/
SCNHANDLE Actor::GetActorPresFilm(int ano) {
RANGE_CHECK(ano);
return _actorInfo[ano - 1].presFilm;
}
/**
* GetActorFilmNumber
*/
int Actor::GetActorFilmNumber(int ano) {
RANGE_CHECK(ano);
return _actorInfo[ano - 1].filmNum;
}
/**
* More properly should be called:
* 'StoreActorReelAndObject()'
*/
void Actor::StoreActorReel(int actor, int column, OBJECT *pObj) {
RANGE_CHECK(actor);
int i;
for (i = 0; i < MAX_REELS; i++) {
if (_actorInfo[actor-1].presColumns[i] == -1) {
// Store reel and object
_actorInfo[actor - 1].presColumns[i] = column;
_actorInfo[actor - 1].presObjs[i] = pObj;
break;
}
}
assert(i < MAX_REELS);
}
/**
* NotPlayingReel
*/
void Actor::NotPlayingReel(int actor, int filmNumber, int column) {
int i;
RANGE_CHECK(actor);
if (_actorInfo[actor-1].filmNum != filmNumber)
return;
// De-register this reel
for (i = 0; i < MAX_REELS; i++) {
if (_actorInfo[actor-1].presColumns[i] == column) {
_actorInfo[actor-1].presObjs[i] = nullptr;
_actorInfo[actor-1].presColumns[i] = -1;
break;
}
}
// De-register the film if this was the last reel
for (i = 0; i < MAX_REELS; i++) {
if (_actorInfo[actor-1].presColumns[i] != -1)
break;
}
if (i == MAX_REELS)
_actorInfo[actor-1].presFilm = 0;
}
bool Actor::ActorReelPlaying(int actor, int column) {
RANGE_CHECK(actor);
for (int i = 0; i < MAX_REELS; i++) {
if (_actorInfo[actor - 1].presColumns[i] == column)
return true;
}
return false;
}
/**
* Runs actor's glitter code.
*/
static void ActorTinselProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
bool bTookControl;
CORO_END_CONTEXT(_ctx);
// get the stuff copied to process when it was created
const ATP_INIT *atp = (const ATP_INIT *)param;
CORO_BEGIN_CODE(_ctx);
if (TinselV2) {
// Take control for CONVERSE events
if (atp->event == CONVERSE) {
_ctx->bTookControl = GetControl();
_vm->_dialogs->HideConversation(true);
} else
_ctx->bTookControl = false;
// Run the Glitter code
CORO_INVOKE_1(Interpret, atp->pic);
// Restore conv window if applicable
if (atp->event == CONVERSE) {
// Free control if we took it
if (_ctx->bTookControl)
ControlOn();
_vm->_dialogs->HideConversation(false);
}
} else {
CORO_INVOKE_1(AllowDclick, atp->bev); // May kill us if single click
// Run the Glitter code
assert(_vm->_actor->GetActorCode(atp->id)); // no code to run
_ctx->pic = InitInterpretContext(GS_ACTOR, _vm->_actor->GetActorCode(atp->id),
atp->event, NOPOLY, atp->id, NULL);
CORO_INVOKE_1(Interpret, _ctx->pic);
// If it gets here, actor's code has run to completion
_vm->_actor->RunCodeToCompletion(atp->id);
}
CORO_END_CODE;
}
static void ActorRestoredProcess(CORO_PARAM, const void *param) {
// COROUTINE
CORO_BEGIN_CONTEXT;
INT_CONTEXT *pic;
CORO_END_CONTEXT(_ctx);
// get the stuff copied to process when it was created
const RATP_INIT *r = (const RATP_INIT *)param;
bool isSavegame = r->pic->resumeState == RES_SAVEGAME;
CORO_BEGIN_CODE(_ctx);
_ctx->pic = RestoreInterpretContext(r->pic);
// The newly added check here specially sets the process to RES_NOT when loading a savegame.
// This is needed particularly for the Psychiatrist scene in Discworld 1 - otherwise Rincewind
// can't go upstairs without leaving the building and returning. If this patch causes problems
// in other scenes, an added check for the hCode == 1174490602 could be added.
if (isSavegame && TinselV1)
_ctx->pic->resumeState = RES_NOT;
CORO_INVOKE_1(Interpret, _ctx->pic);
// If it gets here, actor's code has run to completion
_vm->_actor->RunCodeToCompletion(r->id);
CORO_END_CODE;
}
/**
* Starts up process to runs actor's glitter code.
* @param ano Actor Id
* @param event Event structure
* @param be ButEvent
*/
void ActorEvent(int ano, TINSEL_EVENT event, PLR_EVENT be) {
ATP_INIT atp;
// Only if there is Glitter code associated with this actor.
if (_vm->_actor->GetActorCode(ano)) {
atp.id = ano;
atp.event = event;
atp.bev = be;
atp.pic = nullptr;
CoroScheduler.createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp));
}
}
/**
* Same with the normal ActorEvent, but with null CORO context
*/
void ActorEvent(int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result) {
ActorEvent(Common::nullContext, ano, tEvent, bWait, myEscape, result);
}
/**
* Starts up process to run actor's glitter code.
*/
void ActorEvent(CORO_PARAM, int ano, TINSEL_EVENT tEvent, bool bWait, int myEscape, bool *result) {
ATP_INIT atp;
int index;
CORO_BEGIN_CONTEXT;
Common::PPROCESS pProc;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
index = _vm->_actor->TaggedActorIndex(ano);
assert(_vm->_actor->GetTaggedActorCode(index + 1));
if (result)
*result = false;
atp.id = 0;
atp.event = tEvent;
atp.pic = InitInterpretContext(GS_ACTOR,
_vm->_actor->GetTaggedActorCode(index + 1),
tEvent,
NOPOLY, // No polygon
ano, // Actor
NULL, // No object
myEscape);
if (atp.pic != NULL) {
_ctx->pProc = CoroScheduler.createProcess(PID_TCODE, ActorTinselProcess, &atp, sizeof(atp));
AttachInterpret(atp.pic, _ctx->pProc);
if (bWait)
CORO_INVOKE_2(WaitInterpret, _ctx->pProc, result);
}
CORO_END_CODE;
}
/**
* Shows the given actor
*/
void ShowActor(CORO_PARAM, int ano) {
PMOVER pMover;
assert(ano > 0 && ano <= _vm->_actor->GetCount());
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
// reset hidden flag
_vm->_actor->ToggleActor(ano, true);
// Send event to tagged actors
if (_vm->_actor->IsTaggedActor(ano))
CORO_INVOKE_ARGS(ActorEvent, (CORO_SUBCTX, ano, SHOWEVENT, true, 0));
// If moving actor involved, un-hide it
pMover = GetMover(ano);
if (pMover)
UnHideMover(pMover);
CORO_END_CODE;
}
/**
* Set actor hidden status to true.
* For a moving actor, actually hide it.
* @param ano Actor Id
*/
void HideActor(CORO_PARAM, int ano) {
PMOVER pMover;
assert((ano > 0 && ano <= _vm->_actor->GetCount()) || ano == LEAD_ACTOR); // illegal actor
CORO_BEGIN_CONTEXT;
CORO_END_CONTEXT(_ctx);
CORO_BEGIN_CODE(_ctx);
if (TinselV2) {
_vm->_actor->ToggleActor(ano, false);
// Send event to tagged actors
// (this is duplicated in HideMover())
if (_vm->_actor->IsTaggedActor(ano)) {
CORO_INVOKE_ARGS(ActorEvent, (CORO_SUBCTX, ano, HIDEEVENT, true, 0));
// It may be pointed to
_vm->_actor->SetActorPointedTo(ano, false);
_vm->_actor->SetActorTagWanted(ano, false, false, 0);
}
}
// Get moving actor involved
pMover = GetMover(ano);
if (pMover)
HideMover(pMover, 0);
else if (!TinselV2)
_vm->_actor->ToggleActor(ano, false);
CORO_END_CODE;
}
void RestoreActorProcess(int id, INT_CONTEXT *pic, bool savegameFlag) {
RATP_INIT r = {pic, id};
if (savegameFlag)
pic->resumeState = RES_SAVEGAME;
CoroScheduler.createProcess(PID_TCODE, ActorRestoredProcess, &r, sizeof(r));
}
} // End of namespace Tinsel